Chronomantic Escape + Sphinx of the Second Sun + Undercover Operative
Chronomantic Escape
Sphinx of the Second Sun
Undercover Operative
You can't be attackedLock
How it works
Cast Chronomantic Escape by paying 4, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it.
At the beginning of your postcombat main phase, both copies of Sphinx of the Second Sun trigger, causing you to get two additional beginning phases after this phase.
Move to your first additional beginning phase.
At the beginning of your upkeep, Chronomantic Escape triggers, removing a time counter from itself.
Repeat from step 3 one additional time.
At the beginning of your next upkeep, Chronomantic Escape triggers, removing a time counter from itself and causing you to cast it without paying its mana cost.
Resolve Chronomantic Escape, causing creatures to be unable to attack you until your next turn, and putting Chronomantic Escape into exile with three time counters on it.
Repeat from step 2.
By combining the recurring protection of Chronomantic Escape with a battlefield doubled by Sphinx of the Second Sun and its copy, Undercover Operative, you can completely lock opponents out of the combat phase. The two Sphinxes multiply your beginning phases—which pack crucial untap, upkeep, and draw steps—allowing you to rapidly strip away the time counters from Chronomantic Escape during these extra turns. Once the final counter vanishes, you recast the spell for free right back into exile, continuously resetting the fog effect so that creatures can never attack you again.